#blueprint
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guys i need some guidance im new in blueprints
im trying to add the contents of my enum list over to a variable but its not letting me create more indexes after 0
i feel like im going crazy ๐
Because it's the same name. The dictionary does not allow key of same value.
I still don't get why people simping over that unreliable hunk of thing
So just put AOIDNOADNW instead of 0 and add a new entry
Cause now I'd have to redo lots of stuff with a new system when I have things that already work perfectly fine as is. For instance. ยฏ_(ใ)_/ยฏ
Not reliable, not cross platform, what's to like from DirectX tessellation?
The fact that people simping over DX tessellation is baffling
ok ig that works
You can but first you need to rename it if you want to add a new key and then you can rename it back
ok
It's a PITA I know but oh well. xD
I'd reverse tho. I mean... Lower numbers should imo be for lower quality rather then reverse. Just a suggestion. ยฏ_(ใ)_/ยฏ
Or use something more contextual? Like an ENUM that has very low/low/med/high etc....
Basically it's a practice where you try avoid numbers like that as much as possible for weeks down the line where you'd be like, number 0? WTF dat do? xD
Does data table only have rows and columns as lookups? Don't remember tbh.
Is there any possible way to import skeleton without having a mesh on it?
It drives me nuts. xD
I'm trying to attach a projectile to a character by attaching a static mesh component to the character
How can I set the relative transform of the component to be at the hit point of a hitresult?
To get the relative location you can use the transform of the actor you want to be relative to, and take the inverse transform of the location of your hit.
https://docs.unrealengine.com/4.27/en-US/BlueprintAPI/Math/Transform/InverseTransformLocation/
Inverse Transform Location
ah that was much easier then the dumb hack i was trying to impliment
thank you
I'm trying to change a variable inside a widget using these, but it doesnt seem to work, any solution?(Inside a child actor BP) . I could get the right numbers with print screen, which means the variable is changed to what's inside the data table, right?
I could get the right numbers inside the widget function
I'm not sure what you're specifically trying to do here. But I would strongly advise to change from setting a bunch of loose variables in another class. This stuff gets messy fast. Also, UMG bindings outside of the Tooltip one are terrible, even widget's EventTick is better to use. You shouldn't need to do anything except send a DataTableRowHandle struct to the widget in the form of an initialize function. RowHandle can have your table and rowname, you can pull the data from it and directly set the widget's view all in the init function and now the only thing this other class's beginplay references is one single function instead of a bunch of loose variables. This is important because if you ever want to use this widget somewhere else for similar purpose, you would have to come back here and copy all of this. When instead, you could just call that single function again for easy reuse. Always best to keep class functionality contained to the class itself with as little reference as possible in other classes.
looking for some help. I have an actorBP with 2 collisions (2 components) on it. A small Box collision that triggers an event (BLUE) and a larger Sphere collision that toggles the actorBP visibility when the player is close enough and hides the ActorBP when the player leaves the sphere. I'm using many instances of the actorBP, so I have the visibility toggle toggle set up on the actorBP and the Event trigger on the Level Blueprint. But I want to trigger the event from the level blueprint only when the player crosses the box(BLUE) collision. Currently, the event and visibility toggle are happending at the same time because the Level blueprint is set of OnActorBeginOverlap, which doesn't specifically call for the small BOX overlap. Tips on calling the component overlap from the ActorBP in the level BP?
Is there a way to change just one key or just one value inside a map? Without dissasambling-reassambling it.
Could just grab the component from the actor and bind to the overlap event of the component.
Key, not sure. Value, yes.
If you Add to a Map using the same Key, it will overwrite the value.
Key may need to be removed, and then re-add the same value with a new key.
Can i recive events on key in too many events in blueprint. So, for example, i recive ones in controller and in character.
easy macro for changing just the key without touching the value. ordering will get messed up though. to restore the ordering would be too slow an operation in blueprints.
or impossible, cause there's no CreateMap node which just maps two arrays
What data structure would you recommend for storing a 2D color palette that you index into with 2 state variables?
I was thinking a Material Parameter Collection (indexed like an array), or a 2D texture (indexed UV coordinates).
The colors are to be used in Material Graphs
less than 256 x 256
Cool, thanks. Where will you calculate the UV coordinate to sample from?
It's going to be a function of the width/height of the texture, with some multiplication of the state offsets.
Can you do this in the Material Graph, or does it have to happen in BP, which hands off the sampled color to the Material?
Lovely, that sounds ideal. Could you link me to a graph example showing the required nodes?
I've tried searching, but couldn't find an example.
Indeed. Which node in a Material Graph will give you the dimensions of the texture? i.e. N
Yes, I'd imagine that UE stores the dimensions of a statically imported texture as part of its data structure. Therefore a lookup on it should be trivial.
These specific details are why I'm asking for a best-practices approach. Color palette sampling seems like something that must be done very often, but I can't find a graph example anywhere.
Okay, that's interesting. Where do people store color palettes to sample from then?
Texture property material expression
Hello everyone, how to send data from the EventGraph to the AnimGraph? I'm trying to load quaternions from a file and generate some movement in real time based on those quaternions and by manipulating the bones of a skeletal mesh. By real time I mean the animation should be created after the application is packaged.
is there a way to see which controllers are connected to the game/ue5 ?
im unable to connect any gamepad tp ue5 / or get any feedback taht a controller is connected
it looks like it should work out of the box
but i cant get any controller working
i can use the gamepad for navigating through ue5editor but it doesnt work ingame
Have you mapped the inputs?
Are you sure its the right events ?
also trying to simulate forcefeedback doesnt work
If you click the keyboard on the left side of the input mapping, you can simply press the button
when u click play on the blueprint it it should already work
when i try to do this with keyboard mouse it works
it doesnt work with gamepad keys
only xbox controllers are wokring or smthing ?
trying lyra startergame, it should have working controllers +settings
it doesnt work in lyra. not in editor at least
If you're using DualShock 4/DualSense, you could use DS4Windows and call it a day
unreal is not saving my level blueprint when i save the project...any ideas?
i have a ps4,xbox and steamcontroller
Literally just interpreting DShock4/DSense's input into XInput
ill try
rly bad there is nothing like a controllerlist or a notifcation when u plugin something
Easier said than done, really
There is RawInput plugin, but you have to read data from it, and it'll involve some C++ work
im able to do c++ i even did directx+directinput programming but not in ue4
but is something that should work out of the box and if it doesnt there should be more help
DS4 controller does require PS4 SDK to be used to its full extent
hi, may i ask my level blueprint is not saving with the level...any ideas?
Don't use level BP, easy.
in gamecontroller settings the buttons work when i click them
using xbox360ce for it
but when i use an existing profile, iused before
it doesnt work
it doesnt show even keypresses
so it defnetly not an unrealeninge problem ๐ ๐ฆ
thx for help
yo i have a weird question so
say arrays in unreal engine how much can it store in bytes like mega bytes and stuff
because the variable i have in this array is apparently 27.6 kb
tho im not sure if im looking at the right thing
You're not wrong. That is a weird question
nvm
i sorta found something els
to fix my original problem
but i came across another problem
so
im adding something
to an array
a variable
in that variable
there is amount of it
so
say
im adding a sword variable to an array
that sword has another variable of say 5
that is the amount
when i add the sword to the array
i want it to read that there is 5
then add it 5 times
how do i go around doing that
the way i have done it
is a for loop
first index being 1
last index being the amount there is
so it just loops it
the right amount
that doesnt seem to be working
because when i try to get the sword out of this array
i can only grab one
not 5
nvm fixed it
it was just when i grabbed this so called sword i was deleting it from the array it came from
but i was using a delete item
and not index
found out it doesn't delete that specific item it deletes all variables with the same data
pretty much deletes duplicates
ight all of you can ignore my collage essay about arrays
fixed it
i can now create actionmappings via the projectsettings using my controller
Is it just me or when i select multiple SM objects in BP and I drag them, they all drag at different speed? Every extra object I select to drag, drags by 10x less distance.
but it still doesnt work in the playercontrolelr class. neither does play they forcefeedback in the editor
i added a actionmapping for a keyboard key
and it works
and now it also works for gamecontroller. thx for help
forcefeedback still doesnt work
I am making a level struct to contain each levels name, description and the level itself. That way I can pick a random struct from the data table and load the associated level.
I do the same for gamemodes, by having a class reference for my gamemode, but I don't see an option to have a level class reference as a field in my struct.
Am I missing something?
so what would be the proper way to store a level in a struct so I can tell the server to load that specific level?
I see, so I would store the name of the level to open with open level as opposed to storing its "class" or w/e
Also is there any point storing the gamemode class? I have 2 data tables, one with all the gamemodes (and associated information) and one with all the levels (and associated information, such as the gamemode they are related to).
Seeing as opening the level brings the gamemode with it, I don't think I need to have the gamemode classes stored. But I could be wrong
I see, I plan on having it as a one to many relationship where 1 gamemode can have multiple levels but a level can only have 1 gamemode. As I would want to completely change the map depending on gamemode (seems easier to make a separate level for it)
Yeah that makes sense. In my game the gamemodes are so different that I wouldn't realistically be able to put it all on one level. For example the beach level will need a different one for the racing gamemode, hide and seek gamemode as I would have the level built differently (race gamemode more linear with traps, hide and seek being smaller with more places to hide)
Thanks for the help
i got some kind of vibration now, by start unreal editor over steam and using steam controller
it doesnt work with the ps4 though
Could be that you need some drivers for the PS4 controller
it doesnt work with ps4
but! u can use big picture mode where u can configurate ur controller better
and with that it directly works also with a ps4 controller
I'm using a spring arm to make a model viewer using mouseX and mouse Y to control camera pitch and yaw. i want to prevent movement if the camera collides with anything. can anybody tell me how i should go about it?
set phyic materials for collisions
and maybe add a invisible sphere around the camera which also uses collision
is it possible to make a discord bot read messages in discord, then sending it as a function into the 'a' specific game server in-game to spawn for example an actor
so if my fellow friends decided to make my day a nightmare and wanted to spawn 53 of my ai ontop of me out of nowhere thru discord, is that possible somehow? thru bp only.
I mean, if DS4Windows is too much for you...
yes, but not sure if only by BP
As long as you don't want to write the whole bot in bp, it is possible. You just need some plugin which handles http requests for you. Then you can communicate with your bot via http magic.
You can also write your own http node in cpp, shouldn't be too hard.
ds4 didnt work for me
im all set now. just starting unrealeditor via steam big picute solves any problems
even some wired cheap controllers work this way including force feedback
Hi Guy I have problem in Health System also pardon me for my bad english and i also noob in unreal
player health is 100 and I have two Orbs
Red orb is damage and make player 15 Damage and Green orb is healing and make player 10 health
problem is when i use one red health become 85 and if i take two green orb health becom 105
I bluprint full health but 105 is problem
any one can help?
Is there a nicer way to make this so that I don't do all this copy and pasting?
Your health is 95 after taking 1 health orb, so less then hundred. That's why you end up with 105 after taking the 2nd health orb. What you want to do is clamp the health inside your player characters receive damage event.
I tried to import a character but it won't stand normal ๐ค
Is it necessary use two variables float for health?
I saw people using health float and max health float
why?
How else do you know what max is
but nothing's stopping you from using a single bool/byte/float/int as health
You can set it in default value number
no i mean i want know why they do this
maybe i am wrong for using just one float
After you change the value you lose the default
How do you know what max is?
you could read out class default
but that's pretty meh
and its not very flexible
like, if you wanna add some "gain more max health" feature
which many games do have
One could also ask, why wouldnt you add another float for some flexibility down the road ? ๐
Its not like there's any memory issue to care about
yea i see like increase health bar
I have a base gamemode with functionality all my gamemodes need and I create a child of it for gamemode specific functionality.
Can I not do the same for Levels?
It appears you've found the answer for it
Hey there I need help, I am trying to make an character play animations and then go back to using its animation blueprint after the sequence is done. I also am trying to figure out how to make it not do the animation sequence at all if certain conditions are met
I don't want this AI to go through the vent and play the vent animations if the door is closed
however I don't exactly know how to add that in as an "if vent is closed just don't play the animation and teleport"
New to UE but couldn't you just add a bool for the vent being closed and the functionality only works if the vent bool is true/false using a branch node
I guess so
let me try that out and see how it works
Alright
I am new to Blueprints as well
I am just so used to ark modding and I never have made the AI advanced enough to actually go through vents or open doors and I want to start making them more interactive with the envoirment
This works without showing "Access None" but is that a good way to make the Blueprint or is there a better way?
Effect: When changing a clothing a dissolve effect is played
I tried to find some information on google, but they mostly shove in a "is valid" to get rid of the error, and i don't think that's a good way to solve it.
You could do the Create and the Set Param with ForLoop macros but either way it kinda sucks
I'd say save it as variables, but if its just before destroying them, then it doesnt make much sense ๐
Scrutinizing your screenshot, I'm not sure why there's a sequence node... It would re-create a bunch of dynamic material instances
As it fires each exec line in the sequence
I would think they are different?
for each slot
cant tell since the name of the material is to long
if they are the same, then you're right
I mean some nodes have multiple exec wires plugged into it. The one with element index 3 would get called 4 times
That part i didnt even notice lol! You're right x)
10 materials made for 4 slots
and play from start on the timeline called 4 times in the very same frame (not that it matters)
But yeah if you're having trouble with Accessed None errors, you can save each dynamic material instance into an array, and on the timeline update, plug the array into a ForEachLoop
There are 4 Different materials for the Clothing's for different INDEX slots.
... And then in loop body, update the scalar parameter
I have this red legionaire texture material that i use as a sprite.
I need to create different colors of this material for all different players.
So P1 will have red legionaire. P2 will have blue legionaires.
What is the most economical way to do this? Creating material instance and change the tint, results in also changing the color of the skin to a more blueish tone.
So what can i do to change the color of only the clothes and the shield?
Use texture mask? Or there is a better way?
I just realised the sequence is total unnecessary, i had that before since i used 4 timelines and 4 set scalar parameter for each material instance.
Since i tryed to figure out how to get a round the access none.
Have a second mask texture then set up the material (material graph) to change the color according to the mask, leaving the skin unaffected. Just a top of head solution. #graphics would know more @cyan bone
Thank you @tight schooner
Hi guys, I'm very new to Unreal Engine and have an issue that I've been trying to solve for hours. I was wondering if anyone could help?
I have a zone in my game that deals damages over time. The thing is, even when the player's health reaches 0 and therefore dies, they keep taking damages (which is annoying because the death voiceline keeps repeating itself).
Here's the blueprint of my damage zone.
Nothing's more annyoing than repeating voices lol
so true ๐ญ
Do people typically use Projectile Movement for (non-hitscan) bullets?
Or is that kind of overkill?
I'm sorry I'm such a noob lmao, how do I do that exactly?
Add a branch at the start of the Event, where you either check a bool "isAlive" or "isDead" or check if HP > 0
Hi, Guys!
Is anybody knowั why custom Frame Range of Movie Render Queue doesn't work in packaged game?
I'm trying to render level sequence in packaged game using MRQ, and in Editor Frame Range works perfectly, but when I packaged the game, MRQ set Frame Range as length of Level Sequence instead of my custom Frame Range.
Frame range also doesn't work via MRQ preset. I set custom frame range inside preset, but in packaged game it doesn't work and set frame range equal level sequence frame range which I rendered
Stuffed into functions. Can make later troubleshooting/Adjustments easier
was this answer for me as well?
its the same answer in a different representation
because death
is a one time event
which should happen the single time health <= 0
so Death should be on the top part ๐
by checking if the resulting health is <= 0
what is your alive function?
exactly what i had in the first screenshot , just collapsed in a function
Why does this break hit event not seem to work?
It should detect if it's the bear trap with a line trace
Do timelines work for you guys in UE5?
All my timeline components refuse to open and I can't create a node from the context menu
This is suppose to change the texture on my gun but it doesnt change, I get the option in the editor to change it but the texture doesnt change.
Why do I pass through a mesh even though I've set the collision to block all ? lol wtf
Is the collision component the root component?
Is on collision?
There's a thousand things that could go wrong with collision
Does the mesh even have collision?
Does the thing it's colliding with have collision
Etc
how can i make the beam also move towards the target up and down not just straight ahead
Yes complex collisions
It collides with everything except this mesh
Having some issues possessing a pawn. When I do (with my player controller), the location of the pawn is teleported to 0,0,0
Anyone know how to avoid that?
Get the current location you want it to be in and set that when you posess it
I am trying to do just that. But even after the possess it won't let me change the pos.
Super weird.
My current thinking is that it has something to do with server vs client, even though it is SP.
This very basic thing is not working.
My assumption would be that you're setting it's position or overwriting it's position somewhere, but I wouldn't know
try delaying it for a tick (delay node set to 0.0 seconds)
I have, no luck.
then try setting the controllor location
how would i make 2 meshes in 1 blueprint rotate separetly ? im trying to make a sentry gun that has 2 parts the stand and the barrel but when i set focus on actor the whole thing rotates towards the player. can i make the top mesh only set focus on player and the stand stays still ?
you have to make sure that the stand isnt attached to the top. then you can rotate the top separately.
its 2 mesh components and rotating the top using BP
is there a way to make it so the player doesnt push a physics object but that object is still acted upon normally by constraints?
(if you just make the mass of the object large angular motors wont work)
Is there a node similar to MoveComponentTo but moves the component to a world location, not to a relative location?
how do i spawn in the barrel? im doing attach to component. should i just spawn at location ?
im assuming the barrel is the top. You can just add a static mesh component. No need to spawn it in during runtime, that would add complications
i see. also should i parent the top to the stand or just have it as an indendent mesh in the bp
SetWorldLocation
That part is up to you, but do note that anything attached to the top will rotate along with it, which is why the stand cant be parented to it
Hey guys, trying to have a sprite move to where I touch on the screen. Instead it flies off the screen. Any idea why this doesn't work?
hey so i'm trying to use the node "Render Material to texture target" in a Blueprint Utility Widget, but it dosen't work the render target stays black
I tried using in world context Editor world, Game world, or nothing, still renders black even tho my material is working fine
What are you rendering it to?
Oh wait, nevermind, I got stuck on that one too
Lol
I ended up working around it
how ? seems that it was easier in prior UE versions
My workaround probably only works for my setup, haha
I needed to save the render permanently while replacing the old ones, so I just ended up creating it twice and saving the permanent ones to an expanding array
oh doing it overtime would take a bit of extra work with SetWorldLocation. If you want to convert a world location to relative so you can plug it into the MoveComponentTo then try ActorLocation-WorldLocation and that should give you relative location iirc
Hey Guys I'm just trying to communicate my widget to an event but nothing seems to work I'm not certain what to put on the target but i've tried many things ๐
"Cast to owning Blueprint" - "Get widget" - "Get Widget from" - "Cast to Widget" works for me
Thank you!
It says on the node what target it wants
Something of class BP_PlayerController to be precise
You can get the owning Player and cast it
is there a smart way to reset the timer that's getting started by timer by event. I use it to reset my combo index after i cancel my combo. Basically a comb window so i can cancel my combo and restart it before it gets cancelled completely
If you expand the arrow at the bottom, can't you find a reset there?
Not sure I follow
Restarting a timer happens by calling it again
It returns you a Handle
Which you can use to fully stop and clear the ongoing timer
does it rly? then im good i guess ;D
Ah right, you can clear the timer
If you call the set timer node again before it finishes it will restart
by handle you meen thereturn value?
Yes
Yeah, that'll "Clear" the timer
That's an FTimerHandle (type)
That's why I say handle
You can also get remaining time and what not from it
While you're here, is there a way to get a list of actors visible in a scene capture 2d without using a cone collision?
If not, I'll just keep going with the cone method
It feels like something you should be able to get but I've not found a way to get them
Thank you all for the answers ๐ only took 3 hours to remember casting to Player Controller was a thing
so does this make sense?
I wanna reset the timer every time the cancel happens which is every time clear and invalidate timer woudl be triggered so that i get a fresh timer running everytime i do an other hit
this is the whole auto attack combo
but i want the timer to be refreshed
Also, you shouldnt go backwards with return values from nodes
It is refreshed, when called again.
so i dont need to clear it only if i comlete the whole ability
i guess then i need to place it on the top part after comeple ability?
You dont need to clear it before calling it
kk
Also, have you considered notify states for combos?^^
yes i already prepared that but havent rebuild it yet
combo and impact will be replaced buy nofiey windows that call tags
i mean define tags
then i dont need the switching anymore
Would somebody be able to point me to what is failing here? Im trying to spawn a vehicle for a selected building BP via a UI button:
it calls the event but it does not fire in the building bp
First question: why get all actors? Dont you know which building is selected?
where do i find the localisation dashboard for translation in unreal engine 5? also i think there is no proper channel for this
I did, but i could not get it to work in my original setup, so now im just forcing it
Yet it doesnt work :p
yea i can take it there instead, thanks ๐
Thx to @hallow gate @gentle urchin and @surreal peak its working boys ๐
am i missing something or can you not set a spring arm rotation y value?
Can you make temporary variables in BP that don't show on the left side? I want a variable to only exist within this loop without it taking up the variables on the left.
https://youtu.be/cQ4mjubIue0?t=119
anyone know why my character is stuck in T-pose?
i did everything the same way but it's just tposing. the gun is in the right place tho?
https://cdn.discordapp.com/attachments/864511860651851806/977290014146830387/unknown.png
https://cdn.discordapp.com/attachments/864511860651851806/977290173379412058/unknown.png
Join the {GDR}; Discord server and you get to watch video's early, and download my project files: https://discord.gg/dUm3ZtYDuV
Make ( FPS ) animations for Unreal Engine 4 with Blender and Mr Mannequin tools 1.4.
ADS and recoil system driven by IK and Blueprints ( no animations needed for ADS/fire/recoil ).
Mr Mannequin on Gumroad: https://bit...
In functions you can make local variables
I see, I will look that up. Thanks
So I'm Trying to learn more about functions and so on and the only thing I'm wondering is can it be used for anything for instance right now I have one for take Damage, would I mostly use this for like a base number like xp or money or ammunition?..
Does anyone have a workflow for updating Material Layer Parameters at Runtime (UE5)?
-
I have no problem updating Normal Global Group Material parameters at runtime through Dynamic Material Instances.
-
I am **NOT ** able to update any Layer Parameter through Dynamic Material Instances at Runtime.
--Are layer parameters even meant to be changed at Runtime?
--Is there a special node to call other than โSet Scalar/Vector Parameterโ?
--Is there a special version of the Dynamic Material Instance OR a setting Iโm missing to support Layer Parameters?
I'm updating 300 actors locations and material mesh in a batch (tile based game, receiving new tile information from the server), this causes a nasty frame skip.
Does anyone have advice on how to avoid that?
Anyone?
Is it an option to spread the load over a few frames?
I have 9 batches of tiles, with the intention of updating the tiles ahead of where the camera is going
right now they're 10x10 sets
so yeah, I think I could do that
what functions/calls/etc would you suggest for it?
timers?
delay doesn't work for obvious reasons
pretty newb here, I know what I want to do but not the syntax for what to call in unreal
Timer would probably do it
Or do the work on tick in batches and turn tick on / off
not a killer to make an array and run a timer updating them
just wondered what best practice was
is there a way to detect if a "set world rotation" hits something?
Trying to move some assets from one project to another. Manually copying them seems to break a lot of stuff
Is there a better way?
sweep results doesnt work for set world rotation, and component hit doesnt trigger either, is there another way to know if the player gets hit?
right click in content drawer > import exists
I don't know how to get it to work though ^_^ sorry
I always hear that directly setting rotation/location/etc is bad for your health
I'm not 100% sure why it's bad to do, but can you possible use an animation instead?
nope
door can be at any given rotation value when it starts to close
i fixed it by making a "shadow" door which closes at a faster rate than the door, the shadow door is invisible and generates hit events but doesnt collide with things
Why does InputAction Running on released doesnt change boolean back to false? Tried printing words same thing, looks like nothing gets executed on release why tho
Hello i apologize if this is the wrong place to ask . Im new here. I purchased some FPS arm assets on the unreal marketplace and i was wondering how i can use them. If anyone can point me in the right direction that would be great! I have gone through some udemy courses and youtube tutorials but still a bit confused on how to use skeletal mesh / animations / animation montage that came with the assets.
@trim matrix did it work out?
The build?
Its running now
what is your actual input? shift key?
Glad to hear ๐
high quality assets
Use Migrate. Right click your asset in the editor, and then asset actions > migrate. Will work if on same versions.
We talking Daz studio 4k texture for pimples?
ya
actual shift key node works
actioninput doesnt
unclick "shift" checkbox
because you are making it require a double shift
which makes no sense
try it first, then thank me ๐
Thatโs a negative
I'm kind of having a bit of a headache here. I'm new to Unreal Engine and creating games as a whole. Trying to follow some youtube videos for some kind of basic knowledge but I've come across a block.
Namely; I'm starting to work on U.I , but I don't know if I've come across a bug or something but I'm not getting the inner rectangle that's meant to be the player reference; that and when I try to drag in a Progress Bar; it just becomes a huge pure white box that I can't manipulate. Any ideas on what I'm doing wrong?
Screenshot for visual aid on what I mean
What are you trying to do exactly?
Thats because you have nothing to limit its size, without using containers like a canvas panel, or a vertical/horizontal box there it will fill the space given
Just make a healthbar
was unaware; since a lot of the tutorials are 9 months + old and it seems at though usually there's a limiter by default
rest rotation is the starting rotation of hte blueprint,
im trying to lerp current rotation to rest, which works but for some starting rotations it bugs out, any suggestions?
Hello
hi
Hey, can someone direct me in the right direction here? I'm looking to setup a custom movement mode for my character is blueprint. Where can I find a resource to explain how to do so?
You want to completely replace the character movement component?
Or just modify it?
Ideally I just want to add a custom movement mode
Since the way my character moves is strange I feel it might be a better solution to define a custom movement mode so that it can interact with the pawn more naturally
I just am lacking the understanding how I can define it
sounds like what you're looking for is a custom movement component
not a node
ah don't have the editor in front of me, but it'd be in project settings.
unless someone else chimes in google something like
'UE creating new movement modes'
also ๐คฆโโ๏ธ you said mode, not node. i need my second cup of coffee
is there a way I can view the existing movement modes somehow so I can base my new one one of the pre-defined ones?
Why can't I turn on the stream?
manny?
the bot
what should he write?
message him !stream
ou are not eligible for streaming until May 27, 2022, 5:44 PM UTC.
(((
This is bad
does anyone have a fix for the editor screen flickering problem?
I seen some fixes online but noting works
what is this node called?
add lol
xD no worries I've done that before lol
build the engine from source, you will need to anyway to define a new mode i imagine
how is that bad. not streaming aint the end of the world lol
how can i fetch a bones tail location in unreal engine?
in blender every bone has a tail which has a location
is this able to be fetched from an animation blueprint or control rig?
anyone know how to use an up vector to offset a look at rotations pitch? I'm trying to get a missile to look at a target but the default look at rotation is looking at it from the side not the top
Hey guys, Im trying to call a interface on both a weapon actor and a mounted weapon pawn, what can I use for the target on the interface?
I tried using an object, it did not work and I don't know what will.
If you've implemented the interface on your weapon actor and your weapon pawn
Yessir
Then you supply the weapon actor or pawn as the target
For some reason, when I give it the weapon pawn it returns null
Because its an actor refrence, I assume pawn inherits from Actor right?
Oh ok, now that I am sure it is a child of it let me try to find out why it wouldn't return
I'm so glad you're asking about interfaces and seem to actually understand them. It helps!
The reference I've given it
How do you know it returns null?
I used some prints and it seems to return nothing
Basically it isn't valid
Of course man! Thanks for the help!
how would you set an process for holding a keybind instead of 1 press
wdym?
Depends what for
yeah ^^
so If im holding shift it would slowly drain stamina
I'm not sure how this code relates to your interface?
@mental trellis im dumb btw, for some odd reason even though the is valid returns true somehow the pawn refrence is not valid??? ๐
Timer or timeline
That Object is used for the specific actor that the interface message will be called on
^ The target is that variable basically
Probably using a timer
Start on press, stop or invalidate on release
Im very stupid, I posses a pawn and that code is in ability in the other pawn so ofcourse it wont work ๐คฆโโ๏ธ
I fixed it, just dumb ashl
Pro move is to piggy back off an axis input and handle it with a bool and a branch
Yeah, there is a shit ton of ways to do it
Don't beat yourself up. You successfully identified a bug, tracked it down the problem and fixed it.
That already puts you above 90% of coders ๐
Thanks man also appreciate the help as always!!
Np
So I imported a Blender model using SendtoUnreal, and in unreal, the swords they had in blender are no longer attached to the model. How can I reattach them without it affecting the animations?
Not sure if im supposed to do it in blueprints or the skeleton tree so im asking here
@tawdry surge compare macro ftw
i swear just got into game dev and its just constant problem solving ๐
Yeah.. Basically
With the "hit actor" output of a line trace, can I find out what I hit?
I know it can be either an "InteractiveItem" actor or a "NPC" actor but I want to run different blueprints depending on which was hit
Look up blueprint Interfaces
Or event dispatchers, but interface sounds like a better fit here
Hey I had a basic question, how many tick events, actors with ticks, etc can normally run without major fps loss? Am curious on the performance and such
Alot, but the objective isn't usually to push it.
If it doesn't need to tick then it shouldn't
i mean making algorithms by definition is creating a set of rules to solve a problem soo
welcome to gamedev
Awesome awesome, ty
I found a forum post doing this, that ok?
Should be fine
well, when you rename a class then it will break
i wouldn't recommend that solution, neither use it for my own
Okay
that's definitely not good practice
Also is there any replacement for get all actors with tag that also includes characters?
It already includes characters
Oh okay
Ah I see my issue. My line trace isn't hitting my NPC. Why could that be?
If you're tracing visibility then it's probably being ignored by the npc
That or change the collision settings of the npc capsule
Use case is when you're looking at a NPC or item (aligning with the crosshair in the middle of the screen) you can hit E to interact, so
I'll try changing to camera
Changing to camera worked
And I'm gonna suggest again that you look into interfaces rather then the "switch on string" work around you have
alternative is to make a common parent class which has stubs for the necessary method
such thing as prototype doesnt exist in software (well in c++ it does :P)
Goes with any form of engineering, really.
Any tips on making my NPC stand normal?
Animations
lol\
I plan to have more than one character, is it okay to have a second character be a child of the first
hey can someone help me out with my code over vc or something
im frusterated as hell
im on unreal engine 5
Make a blank base class then have your characters be childreb of that
Post your question here and people will respond
thank you
By blank i mean have your general character code there, just no meshes etc
๐
is it possible to save an object variable using blueprints and unreals built in save system?
no
Object references are just pointers to a spawned thing, and not the thing itself
Once the world is destroyed (lol) the reference no longer works
There are fancy save systems on the UE marketplace. Can't vouch for them personally but they're there.
How do I Castto an Actor BP inside a Widget>
have you set the actor as a variable in the widget? @lusty epoch
or the parent class
need more info
How do reuse a timeline? If i copy past, it makes a new timeline with new name. I tried using get timeline then using get current playback position but it's not working
How can you set up a way to disable a key input with blueprints?
you can use the disable input node
did you mean a specific key
youre creating a new timeline
yeah I saw some things about making a Boolean False and what not just trying to find out
just drag and drop it from the component list
yeah that should work, try making a bool for it
you could also create the input as an event
so input event (key)
end then on details tab untick (or tick) consume input iirc
if you only want to disable a specific key
@potent laurel I'm not sure exactly what you mean. Being a visual learner sure has its downfalls ๐
sure does, i can only learn visually too
cant do text coding lol
umm 2 secons
il load ue5 and check it has it
is this what you meant
yes
now highlight it
and in details tab there are some checkboxes(bools)
im sure if you play around with them you can get what you want
consume input iirc and something like override parent binding
I see what you mean by the other things but i'm getting lost at iirc
ok, well was just a suggestion anyhow, not entirely sure if it will work flawlesly
go with what you know
How would I make a little system that shows toasts/prompts that auto hide in the corner of my game? Like, I can show a toast "item picked up" when you pick up an item, that disappears in say 2 seconds. Couldn't find anything by googling
Not sure how to actually implement it though
then on event contruct inside the widget, you could do a delay function from that. then going to a remove parent function
umm if you youtube ue4 userwidgets. it will explain alot easier than someone writing here lol
I think I get what you mean
Is there a "delay" widget that doesn't block current code from continuing?
Hi, having a bit of a hassle trying to use binary literals in blueprints, is there any specific variable type unreal blueprints need to use literals like 0b101 (for example how can I say ||((7 & 0b101) == 0b101)|| and have it equate to true.)
I still haven't figured it out lmao
Uh why can't I use a "delay" widget in a function?
Functions are meant to return their results in one frame, if you want a delay either use a macro or event graph
ie ^ split your function into two parts and connect them in an event/action with a delay inbetween
Okay
no just one and yeah its shift binded to run. the main thing im trying to do is whenever the stamina reaches less than 5 the shift key gets disabled so the player can't continue to run
I have made a timeline to control the intensity of light. First, I tired to copy-past the timeline named: scale intensity mult but it created a new time instead so I though of using the functions that comes with timeline- ---playfrom start and get playback position. I used event tick to check if timeline was playing and function IsPlaying and it was true. Also, I pluged Get Playback Position and it was also working. BUT when I pluged the output exec pin from function Playfrom start it did not update. It seems only the update pin of the mother timeline node (yellow node) has the authority to change .
Is it ture?
on the next pic you can see even if when the update pin of yellow timeline node is pluged the effect is working
So why do you need two timelines?
If your problem is that you want two of the same timeline, then you've done the right thing. The timeline just can't be named exactly the same so it reset its name. If you look at the output, you'll see it's the same in both timelines because one track can be in two different timelines
If you play the second one, it will do the same thing as the first
ty for confirming that a new time will be created
So why do you need two timelines?
@brazen pike
Why the playfrm start node not working??
If it works then i dont need to create new timeline. I could "reuse" the same
When you plug it into play from start and try to run it, what happens?
It stop the time lerp which the update pin does
It means its not doing the same top as the update pin which i believe a bug
Can u check it from ur side
Could you show the rest of the blueprint either through a screenshot or blueprintue.com ?
Look at the second pic
The update node is connected and it still working
But the node from plyfrm start not doing
I can share a part of code
What happens if you don't use those other nodes to do with the timeline? (play from start, get playback position, etc) and you just plug it directly into play from start on the timeline
Play from start do not change the value with time
Only the yellow time line node is working
Only get playback position working
But the node which is solo plyfrm start not working
That's what I want you to use
you could remove like half of those nodes and do the same thing?
That's what I want you to use
@brazen pike
So the function plyfrm start is bugged?
you could remove like half of those nodes and do the same thing?
@elfin wolf
Which nodes u mean
^
I know you want me to use the default yellow timeline node , i told above its fully wrking only thing bad is TO reuse the timeline unreal making new timeline, there is no way i can reuse.
This is why i thought using those function which SUPPOSED to do the same
More werird is why get playback working but plyfrm start not as both inside timeline cpp
You can reuse timelines, though
I don't know what you're trying to do. If you mean copy-paste the timeline to use somewhere else, then it should work so you need to tell me how it isn't working. If you mean executing the same timeline node more than once , then its the same thing where you need to show how it isn't working so we can help you
logic is simple it just set intensity of a point light when my trace sphere overlaps with the actor which is point light. at overlapping end I have to use the timeline but when I CTRL+C and CTRL+V it makes a new timeline of same value. Now I went to component list there was this timeline. I draged and GET it in the graph then found there are solo functions like set rate, get playbck position. I used magic node to double click and found these functions are from timeline cpp so like THIS yellow timeline node is made of those solo functions. I test with a event tick if the get plybck position works or not and it did. so it confirmed that those functions can work if I GET the timeline (in my case testtimeline) and plug it in the target.
I would do same for Plyfrm Start. this give me a option to create a marco or function which is our team wants for repetitive task
Hope that explains
Oh I think I get it. You're trying to get timeline functionality to work in a macro/function?
while i set up two player like that;:
how can i know inside an third_person class which player it is?
like "get current player index" or so
Oh I think I get it. You're trying to get timeline functionality to work in a macro/function?
@brazen pike
Yes i have madw ready nodes for you
Tell me i will send you pictures
But im pretty sure that node play frm start not working
Same with normal play node
I put timeline as target
It could be. I've never used it. I always just use another timeline or an interp to node
So anywya to use timeline just like a variable??
Can you test from ur end
If those nodes buged if so epic should know
I don't know how it works. Someone else who knows might be able to help you
๐
I tried playing around with Control Rig in 4.26, and it seems there is no 'Pose Cache' in it?
Is Pose Cache a UE5 only feature?
isn't pose cache an AnimationBP feature?
my bad, I always forget that channels other than #blueprint and #lounge exist ๐
it is Actually I'm talking about Control Rig pose cache
Im getting this error:
Blueprint Runtime Error: "Accessed None trying to read property Temp_object_Variable". Blueprint: W_StationScreen Function: Execute Ubergraph W Station Screen Graph: EventGraph Node: SetText (Text)
What is Temp_object_variable?
sounds like you need to set a default in the select
Oh I see whats happening now
Thanks!
Hi, I used line trace for the interaction with the [Key, Door, Pickups, etc] But can't seem to figure out how to set that there was a widget showing for example Press E to pick up when looking at the item.
I tried doing it by copying all this into the event tick and adding the widget and viewport. but that caused another problem: Mainly if I didnโt โDestroy the actorโ then the message would persist, for example: The door was open, and [ [Press E to interact] was still showing when looking at it
I dont get what youre trying to do, you just want to find a way to hide the widget when you arent looking at the door/key/etc?
I want to be able for the widget to appear when looking at it.
and only when looking at it
For now the code is going with the Interact interface and Pressing the key, and checks if it's an interactable item
But only when pressing the item. It's simple to set up the widget, when there's a key and you pick it up the logo appears when u use the key it disappears
But I want the checker (Line trace) to be linked to the camera so it could prompt a widget
this is my code that makes the "Press blah blah to interact" text appear on my screen, its connected to an event tick
Trace on tick, as paranoid suggests
or a 0.05 delay if you want to *o p t i m i z e *
Yeah I had the similar code written, (or i'm not understanding yours fully ๐ )
The problem was that on the tick if the door was already open (if was already interacted with) It would still display press E
I want to make a code that will be the most flexible
I see, then it gets a lot more complicated
Not really. It's a single interface event. CanInteractWithObject
Return true by default, return false on an open door, don't show the widget if that returns false.
To be more thorough. You have an Interact event there in an interface. Add a new function to that interface that returns a boolean. Name it similar to CanInteractWithObject. Set the default return to true. Then go into your door an implement that. Use the state of your door to determine if it's open or not. If it's open, return false, if it's not return true. Call that function where you're displaying the widget and only show the widget if it's true. After that when you have a closed door it will show the widget, once the door is open it will not display it.
Oh. Just double checked. You'll have to reverse the logic. I forget blueprint doesn't allow default return. So it'll return false by default. True if you want to not show the widget.
currently i have two players
both uses "BP_thrdpersoncharacter"
this is what happend when i press "E"
NOW
in the anim_bp, i will react to it like that:
but when i press "e", both players react to "e"
MY QUESTION:
how can i differentiate which player should play that animation?
Check the player state? Might have an index on there. Or get the index of the player state in the gamestate playerstate array
Is this splitscreen or actual multi?
no actually just one screen
You just set the state in the character who's controller processed the input.
the player state should where be checked?
also how should i tell animbp to play anim for only player X
Is this two characters controlled by one person. Or split screen?
Like two people playing on same screen(Not literal split screen)
Same keys, or one person uses different keys?
different keys is the plan
Then one key will set the state for one character, the other key will set the state for that character. How you handle that is up to your game framework. If you use a single controller then you'll need to carefully track which character is meant for which key. If you use multiple controllers and a literal second player on the same machine, then your controller class will need to differentiate key presses. Not sure which way is really cleaner or easier.
I'd almost recommend two controllers just for possession reasons. The characters themselves can have inputs and controllers can just possess. You can even use the same events maybe. I know that UE5 at least is supposed to have some new input stuff that makes swapping key sets really easy.
uf...to make things less complicated, i try to use the same BP_thirdpersoncharacter, so this means
in the eventgraph i should set the state for "player1" for example?
I wasn't meaning to use different character classes. Same class, even same strafe events. Just need to find a way to only make like arrow keys work on player 2, and WASD work on player 1 but still call the same strafe. Which would play differently in two different instances.
nice, but so i dont get the "set player state" thing ๐
how am i supposed to use this? (i did not find any node like that called )
very sry, very new to this all
Hello, anyone got tips on comparing vectors? I got a radial linetrace that targets pawns and picks up their current location storing it as an array (Not sure if storing the array in the end is necessary). How should I go about comparing their position relative to the players, whom the linetrace is fired from?
Depends. What do you want to compare on? ๐
quick question. i got an actor and a player. how do i make the actor rotate towards the player at all times?
theres a simple distance node if thats what youre asking that takes 2 vectors
I'm looking to check for nearest enemy and single that value out
In the actor's tick event, do a FindLookAtRotation from the actor's GetWorldLocation to the GetPlayerCharacter->GetWorldLocation. Use that to set the actor's rotation
Hey, im trying to make character to be 'locked' to camera. So pretty much your mesh will face any direction your camera phases. Here is my code, but the problem is that in game it always faces to the right instead of straight. Please Help.
There's a FindLookAtRotation node that will give you the rotation given both actor and player locations. You can then feed the current actor rotation and the result from FindLookAtRotation to RInterpTo and set the agent's rotation to the result of that.
RInterTo is optional, but it makes the rotation gradual instead of instant.
Useful if the actor is something that has a concept of rotation rate, e.g. tank turret.
thanks losts. works perfectly
rewrote it a bit
@naive stag just check the "use control yaw" box in the class defaults
checked, nothing changed
Hi, I want to make a pathfinging system for the player character to find the path to a particular location, I want to show arrows make a path that leads the player to the desired location, I have no clue on how to start making this so are there any easy ways to do this
Well. There already is a nav system you can use to find the path. Then you just create an arrow actor in the world and rotate it to face the goal/target location.
I've actually had this issue a bunch of times, Ive always just done -90 to manually fix it. Ping me if you figure it out?
where should I put it? I tried substracting it that way but it didnt work
Hello! I'am following a tutorial and I'am stuck on a part when you have to use integer - integer node which i can't seem to find
Same on my radial linetrace, had to add -90 to match the character rotation
yes that I can do but I don't want a single arrow actor pointing to the location I want a path rendered for the player to follow
Well personally I'm unsure why you did it using X/Y but when I come into this problem when turning meshes I subtract 90 from yaw Z axis
I could just be missing something so you could try X
@naive stag is orient rotation to movement checked on the cmc?
Although this is a character, so I get the feelings it's very different
Not using X,Y, I'm only rotating on Z firing forward from where the character is facing, without the -90 for some reason it always fires to the side
doesnt work, although it faces the direction i want it to be. Its not moving with camera
If orient rotation to movement is false and use control yaw is true then the player rotation should follow the camera view without any additional code
i only rotate mesh
Ah. I see. You could maybe use the path to create a spline and that to create a procedural mesh to represent the path in the world? Never done it myself, so just spitballing, here. ๐
Hello! I'am following a tutorial and I'am stuck on a part when you have to use integer - integer node which i can't seem to find
uh can you put it in simple words please? Im fairly new
Okay, I'll look into it, thanks~
There is a check box in the details panel of the character movement component named "orient rotation to movement"
Make sure that is false(unchecked)
i unchecked it, but nothing changed
That's very weird. 100% should lock the mesh to the camera rotation
Cheers mate, made a float array with the distance node, which does all the comparing and then I can single out the lowest value 
Good luck! Let me know how it works out. I'm curious to see the result. ๐
I figured it out
i am a giga brain
optimised it a bit
it works perfectly
Optimized would be getting it to work with the check boxes. Rightnow you're running all that extra logic to undo the character's settings
No, it will always go +1 not -1
So it's starting at 4, seeing that 4 is above 0 and then instantly exiting
I think there's a reverse for loop that would do what you want tho
And if not, its a quick macro to make
Or just do 0->4 and then do 4 - value
thanks that will do the trick
You know it's going to print them all instantly, right?
With no break in between?
yes thats fine ๐
Hello. I would like to have around 100 ish enemies with skeletal meshes moving around randomly and attacking the player when he gets close. Problem is I've tried several approaches but as soon as I do something on tick like use set actor location it costs a lot of performance and my FPS just gets destroyed. How is this usually done? I don't want advanced AI or anything complex. Just very simple random walking around and attacking, that's it. What is the most efficient way to do this?
AI
Doesn't AI also use tick?
Behavior tree and tasks
Quick start guide covers this exact thing minus attacks
And behavior trees and AI is cheaper than using tick in an actor?
you probably do stupid things on tick
Currently my enemies aren't characters though, they are simple actors with a self made move to using set actor location on tick and a random direction vector every 10 ish seconds
it's not just moving, right?
it is
how do they detect that the player is close?
I've tried even with removing skeleton, just empty actor with set actor location on tick and with 100 of them it lags
they don't yet
I haven't even started on that
If I unplug the set actor location FPS is back
but as soon as I plug into set actor location FPS is destroyed
well you should profile, i somehow doubt that your tick event is causing the fps drop
if you only change the location
hmmm k I will
So it's not normal that I get such low fps with only set actor location?
no
Same. I can get way more than 100 pawns moving around without issues
Ok ill do some profiling
do you use virtual shadow maps + lumen?
anyways, profile and it should tell you what takes how much cpu/gpu time
hey guys, i know this is more of a c++ question but do any of you know any way to have a data table control a column of another data table?
so say i have an item types data table (sword,shield,armor etc) and another data table to make the items themselves which would have that list
Hey guys,
Anyone have any resource to get started on with AI behavior tree for an RTS style of gameplay?
is there a node which could connect to a single node?
I mean, for example
Event BeginPlay ---- (node which allows to connect"Event BeginPlay" to other stuff) --> Construct NONE (class: someClassIdk1)
|
|
|
โ
Construct NONE (class: someClassIdk2)
Sequence?
uh no, maybe I didn't explain correctly
Does anyone know how to apply a โliftโ to the final render output in UE4?
In post processing, I can apply a โScene Tintโ which multiplies the final RGB values by a number. But I want to add a constant value.
Is there a way to add a fixed constant to the final render output?
Yeah I wasn't quite sure what you were looking for tbh :)
I want to connect the event to other stuff
what "other stuff"?
.
the white exec pins can only connect to one thing at a time
you can either use a Sequence node to connect more than one thing off one exec pin, or chain them as you have done in your screenshot
Maybe custom post-processing material. You can use whatever math you want in the material graph to affect the output values.
Otherwise try #graphics
Like that?
Yep
I'll try, ty just in case
Note that these will still run in order - the chain connected from Then 0 will run first, then the next Then 1, and so on
Hello, I'm trying to control MediaPlayer playback
I've checked this guide and I'm thinking what I have should work fine, don't know what I'm missing here
https://docs.unrealengine.com/5.0/en-US/control-video-playback-with-blueprints-in-unreal-engine/
I basically have an "ActiveRatio" management, on/off +- delta time etc. with Tick
And I want to manually-precisely control the mediaplayer location with that ratio instead of play/pause/rate
When I run, I can see the correct timespan in logs (coming from Electra plugin apparently)
LogElectraPlayerPlugin: [00000ABD3CB0F340] IMediaControls::Seek() to +00:02:44.721
LogElectraPlayerPlugin: [00000ABD3CB0F340] IMediaControls::Seek() to +00:02:51.765
...
LogElectraPlayerPlugin: [00000ABD3CB0F340] IMediaControls::Seek() to +00:03:41.367```
More clear screenshot
I'm sure media is opened (IsReady = true with BindEventMediaOpened)
I see the correct timespan log
But it's still just black screen, any ideas?
Hey guys, I'm just trying to create an invisible barrier that blocks only the player, however AI should be allowed to pass it, Any suggestions?
The idea at the top of my head is a one way wall but i'm not certain
You could add a new object type under engine collision. Add a collision sphere on your player that ignores everything but is set to that object type. Then for your one way wall it's a collision box that is set to ignore everything but block the new object type.
I think that'll work? Might have to set Collision Enabled to Physics Only, not entirely sure
Hi everyone
A good idea tbh, Nice one!
What "Absolute" does in Open Level By Name
I need to add 1000 sphere collisions at some point in my game. Is the box collision more performant/less expensive?
sphere is the fastest, then capsule, then box
I think sphere is? Theoretically anyway, cuz it just checks radius or distance. And then capsule. And then box.
twins
So it seems. Although its a counterintuitive. Because i thought spheres are more expensive because spheres
but its only distance calculation if sphere collision
always used to think that too
Collisions performance is also negated by not moving all objects at once. Doesn't really matter so much how many you have if only a few are checked each frame.
So does that means Add Collision Sphere like crazy is not an issue if they are just there static not moving?
Because im adding collisions just to check if i can send a unit to a place. So its add collision, line trace, then delete collision and send unit there.
Depends. The call to add them will cost. Creation plus initialization functions. Once done though, you shouldn't see a lot of performance hit afterwards unless they're moving or things are moving into them.
Can someone tell me where the error comes from?
in game it works perfectly, but as soon as I go out of it. It shows me this error
the output node of that despawn rock function isnt outputting anything
or atleast it didnt for a split second
Blueprint more or less treats all variables as public
That might be why it isn't available anymore
i have a CameraActor, how can i get a reference inside an CharacterBP?
i tried to use "cast to MainCam"
but i am missing the wildcard
what am i supposed to input in the wildcard?
You need a reference to your camera.
It isn't just going to magically appear on your character!
so, i thought that, but how can i do that?
i mean i placed the camactor in the level, but i cant drag it into the characterbp ๐
via tags?
On BeginPlay you could do "Get all actors of class" and save it to a variable on your bp
That's generally bad, though. A more concise solution would probably be to use a custom world settings and set your main camera there and then access that from yoru character bp
ah did not know bout that thanks
so "Get all actors of class" returns an array of actors
If you have 1 "Main Cam" in your level, it will be the first element of that array.
Im trying to see if my group of units can reach a target. For that, im spawning a sphere collision in my actor group of units in the target i want to move to, and then a line by channel, to see if i can reach it or if something is on the way. But that hits my own self, my group of units actor.
If i use ignore self. Then it will ignore my own target collision. How do i solve this dillema?
you could add a custom collision trace channel in your project settings, then maybe do the line trace by that specific channel. thatโs just an idea though
didnt know i could do that.
On another idea, is it practical if i make a new actor just to spawn these collisions? TargetCollisions actor?
i mean, you could do that, and it will probably work, but itโs over complicated and not that efficient to spawn actors dynamically just for collisions
project settings, physics, if i recall correctly
I just tried it. And damn it got slow after just 80 spawned collision spheres ๐ฆ ๐ฆ
yeeee i wouldnโt do that lol
But why though? I thought just sphere collisions wouldnt be a problem.
I mean, are they this expensive? Or im doing something else wrong?
they can be
depends on how you spawn them tho. but you should definitely do some custom trace channels in your case
i think you can add up to 32 custom ones
i have one project with a lot of bullet tracing and grenades as well, i have like 7 custom ones there. it makes tracing really efficient and easy
Are the spheres all moving around on top of a complex collision surface? I don't think just adding spherical colliders to the level should drain perf on its own...
There might be some stat console commands to do at-a-glance profiling
for physics
Will do that. But like the stubborn i am im still trying to make my old way work. I found out that what made it lag was actually the Draw Debug Sphere. Not the spawned sphere collisions. I didnt know a debug sphere could make it lag. Though now i have to learny our technique. Custom trace channel.
No. They were on top of a floor. But it seems it was the debug draw sphere. So weird, i had no idea they were expensive.
Yeah funnily enough debug lines and shapes drain perf
Turn that stuff off and "play as standalone" to get a better read on perf
Debug shapes and "stat" overlays (the ones that draw big tables) can affect things, and BP performance is way worse in PIE mode
https://www.youtube.com/watch?v=QQvHZLB4CTU
Only found this tutorial. I thought you were referring to trace by profile. Which seems that it could also help.
Part two of the quick how to's on collision channels. Here I talk about setting up two custom collision channels and set objects in the scene to have varying responses to them.
Hey, I'm having issues with my floating pawn movement component - simplemovetolocation doesn't respond to any acceleration/deceleration value changes
Hi Guy,
I'm trying to create a charged Attack that is using the same button as my AutoAttack-Combo "Ability" using InputMapping to define inputs and thresholds.
AA-Combo is using LeftMouse Down to trigger the 4 seperated swings (works)
ChargedUp should be triggered by **holding **LeftMouse (works)
**Releasing **the LeftMouse isn't giving me the second input that i need to trigger Charged Attack.
v1 is using one input trigger, and the idea is to do the math in the bp is self and fire a custom event after release.
v2 is using 2 input triggers but after release I don't get the second input ... soo not working as I wish ๐ฌ
Is there a way to get this second input after releasing the hold? Ideally I would like to hold the ChargedUp animation as long as i wish/or fire at max. Or even be able to cancel the charge up by releasing and firing the ChargedAttack in any given moment. I just wanna be controlling the moment exactly.
Here my mapping and the Ability BP i have so far.
I also tryed to play around with the "WasInputKeyJustReleased" Node and creating an custom event for that but its just an boolean and not an order so i somehow how have to get the moment when i release to fired the second part of the charged attack. The moment i arrive at the** retriggerable delay** node im still pressing so it will always take B (animation duration)
I rly could use a hint. how to get the release input or how to get a second input on release in the first place ๐
Hi folks, I have a blueprint actor that causes a simple animation. It runs fine in the PIE but when trying to trigger the BP actor from the sequencer, the animation never runs. I've tried creating a custom event and binding the keyframe in the event trigger to it but no luck. Any tips? Or is there a better place to ask?
This is the bp
OIh i see theres a cinematic channel
disregard thanks
anyone else ever make good functioning blueprints then you take a look at it all and then you just don't understand it anymore and you have to keep rereading it ๐
if I've got a collection of a ton of collectible cards that I'm trying to show in a card browser, should I be worrying about lazy loading those somehow?
Valuable experience. Over time you'll learn how to be kind to your future self. You can use comment boxes, description fields, sensibly named things to make your BP more legible
You should look into soft object references. Epic has a good primer on those on YT
Hi, I was wondering how can you make a bitmask through an integer, comparing bitmasks seem to work however when I want to recreate a bitmask with variables it doesn't work.
Any advice for how I can make the bitmask with my enum choice (or other variables).
The top image works as expected, however when remaking or building a bitmask from variables it stops working
Doing UI stuff: Is there an issue with binding directly to a variable? Is it only the "bind function" that causes issues?
Hey, I'm having issues with my floating pawn movement component - simplemovetolocation doesn't respond to any acceleration/deceleration value changes
@mild crow what does work and what doesnt?
@rich jungle I did a test Achile back and max you can bind 30 something before you get fps issues
neat, thanks :)
@west gyro when you hold down turn on a timer that counts and when you release check the counter. If it made it past a threshold do the chaarge attack
hello, im trying to follow some instructions but i have problem understanding how i can make a green function that targets a component, when i get the function, i get a blue blueprint function
Hi guys, I wanted to ask you how I can get the rotation of my object relative to its own direction (for example, get the rotation of a weapon relative to its muzzle, or a flashlight relative to a light bulb, etc., and not the usual actor location)
in short, how can i make this blue function to be green function?
you mean purecast?
need to tick the pure box in the function properties
omg finally, ooook so its called purecast and only needed a check
i see
thank you guys
Basically, when I change the acceleration values in blueprint, nothing happens. The weird thing is that pawn->AddMovementInput seems to respond to changes (but doesn't use pathfinding)
I need to make delays inside a function just to debug. How do i do this? Its so bad to have to collapse it so i can add delay, and see exactly what's happening. Please help, is this possible?
You collapse to a function, or expand from it.
Can't just add breakpoints?
Guys, how I can get mesh size in blueprint?
@trim matrix when you select or go into your function you can make it pure
@wicked osprey get bounds
ye i found it. ty for the help
Component or local?
Cannot recall try them out
Hi @zealous moth thank you for your reply.
I found a dirty solution in the mean time. But I would also like to test yours since it doesn't include a tick event ๐
I'm fairly new to visual scripting and have no programming background. If you have a little example or more detailed explanation I would rly appreciate it.
I think I understand the idea/method but have no rly a clue how to achieve it ;D
To make it clear ... I start a timer when my ability gets activated and stop the timer when i releasing the key. Then i have a time and if this time is bigger then my threshold i fire of an event? But now I'm left with only the gatekeeper how do i open the gate? I still have to constantly check if I'm still holding it pressed. (i cant use the action input with pressed and released, not working in abilities at least I'm not able to pull it of)
For debug purposes, right click on a node and "add breakpoint", then play your game in editor. Then you can step through the logic one node at a time
Delays in functions aren't possible; at best you can Set Timer By Function/Event, but for debugging you should try breakpoints
Are you trying to check if a button was held for a certain amount of time using a timer for a charged attack? In my imagination, on button pressed, Set Timer By Event (or Set Timer By Function Name) on your charged attack event
On button released, clear and invalidate timer
for example
but wouldnt this fire after 1 sec in every case?
yyyyeah... I'm not clear on exactly what you want
i wont to able to hold and or release at any moment
I mean if you release then hold again it resets the timer
until you've properly held for a full, unbroken second
and only then it does the charge attack event
sec pm you my what i so far perhaps its then easyier to explain ;D
this is my dirty way to check if released to then fire at any time
or to hold till released
on the bottom you see the event tick checking for the release
Yeah sorry idk much about tracking mouse clicks. Using UE's control mapping system (Project Settings --> Inputs) is easier cuz it gives you events that have pressed/released pins
so you don't have to check state on tick
if there's a way you can get that for mouse buttons, you should use it
oh, neat, didn't even know about that system... https://docs.unrealengine.com/4.26/en-US/InteractiveExperiences/Input/EnhancedInput/
that said I couldn't tell you how to use it, sorry
Left Mouse Button
a little googling shows that there are these events for mouse clicks, lol
so yeah you can just use those... https://docs.unrealengine.com/4.26/en-US/BlueprintAPI/Input/MouseEvents/
@west gyro
checking state of "digital" inputs on tick is considered bad practice... there's usually a way to make it event-driven
yeah i would also prefer that method ;D but so far i managed to achieve this ;D now ihave to find a cleaner way i guess
the thing is I have input mapping in play with all my abilities, sprint jump dash. My auto-attack is also using left mouse/X (x-box) so i can't just use a function in this situation. What if i want to change the buttons. this would be rly messy.
Anyone here a bit familiar with IK in unreal?
Basically I got a bone (target) that moves around and 2 connect bones that should follow that target with IK. Easy done in blender, PITA in unreal, just can't figure it out. T.T
prolly try #animation
Tried, nobody answered, hoped someone might help here. T.T
or check out how the free plugins on the market place are doing it
Been dead over there for 2-3 hours rn. xDDD
do they have constrains? to each other?